Xiaron Posted November 30, 2020 Posted November 30, 2020 5 hours ago, Kingslayer101 said: Does this mean we dont need to use the unofficial SLSO patch? Someone made a patch for it on the SLSO page, not sure Xiaron was the creator. I wasn't the creator of the original patch, but yes the same code should be in EC+ now so no patch needed anymore. 1
BushJr Posted December 1, 2020 Posted December 1, 2020 On 11/30/2020 at 2:29 AM, Bane Master said: Updated Tentacle Double Animation support Hopefully this will resolve the TD issue for those few who are still seeing it. It works! Man you're a miracle worker! Thanks a lot! ? ?
alaunus01 Posted December 2, 2020 Posted December 2, 2020 On 11/30/2020 at 12:29 AM, Bane Master said: Estrus Chaurus+ V4.373 (29/11/2020) V4.373 Added native support for SLSO - thanks to Xiaron Updated Tentacle Double Animation support Hopefully this will resolve the TD issue for those few who are still seeing it. I assume the fix was slightly more complicated than just copying the missing meshes from the estrus master. ?
Bane Master Posted December 2, 2020 Author Posted December 2, 2020 1 hour ago, alaunus01 said: I assume the fix was slightly more complicated Only slightly... ?
Corsayr Posted December 2, 2020 Posted December 2, 2020 On 11/29/2020 at 6:29 PM, Bane Master said: Estrus Chaurus+ V4.373 (29/11/2020) V4.373 Added native support for SLSO - thanks to Xiaron Updated Tentacle Double Animation support Hopefully this will resolve the TD issue for those few who are still seeing it. Do the spider and dwemer addons share the fixed architecture? or will they need separate updates?
alaunus01 Posted December 3, 2020 Posted December 3, 2020 17 hours ago, Bane Master said: Only slightly... ? I struggled for a while with a SE conversion I ran 4.373 through (too many improvements to pass up). From what I was able to piece together TD animation was 'broken' because cotyoume switched to a two mesh animation when restarting his mod updates and the fix was to override with some older meshes. Sadly that generates texture artifacts in SE so in the end after monkeying arround a lot I had to undo that. *sighs*
Bane Master Posted December 3, 2020 Author Posted December 3, 2020 2 hours ago, alaunus01 said: I struggled for a while with a SE conversion I ran 4.373 through (too many improvements to pass up). From what I was able to piece together TD animation was 'broken' because cotyoume switched to a two mesh animation when restarting his mod updates and the fix was to override with some older meshes. Sadly that generates texture artifacts in SE so in the end after monkeying arround a lot I had to undo that. *sighs* No idea if it will help but have you tried using any alt tentacle textures? That's just one example there are a few around. Here is another,
alaunus01 Posted December 3, 2020 Posted December 3, 2020 I went through a couple LE texture replacers. All crash the game upon animation start after being converted. Might give it another whirl at some point but right now I check if EC works with nemesis too. edit: Surprisingly the scaly textures don't crash when converted (must be bc1 format though). However same texture artifacts as the originals ?
Bane Master Posted December 3, 2020 Author Posted December 3, 2020 On 12/2/2020 at 11:27 PM, Corsayr said: Do the spider and dwemer addons share the fixed architecture? or will they need separate updates? Afraid I don't now - they were developed by others and I haven't looked into how they were implemented 1
alaunus01 Posted December 4, 2020 Posted December 4, 2020 Tinkered with it some more and my best guess at this point is that the animation meshes somehow get corrupted during conversion to SE. Which is way beyond my abilities to fix,
Bane Master Posted December 4, 2020 Author Posted December 4, 2020 3 hours ago, alaunus01 said: Tinkered with it some more and my best guess at this point is that the animation meshes somehow get corrupted during conversion to SE. Which is way beyond my abilities to fix, Sorry to hear that - sadly I don't play SE atm so I have no idea either
alaunus01 Posted December 6, 2020 Posted December 6, 2020 Another thing I forgot to mention here which might be nice to know for people converting it. EC+ fails to recognize the most current XPMSSE version 4.72. If you want to get it to work with special edition you need to use 4.71 or earlier.
tonitrulupus Posted December 20, 2020 Posted December 20, 2020 On 9/7/2015 at 2:14 PM, Ed86 said: actually theres a lot of rewrite needed heres spider esp, it should work with EC 4.20a, though scripts are old and who knows what might happen >>>MOD MOVED HERE<<< Hermaeus Moras Estrus IS A MODDER RESOURCE i made separate animations (modder resource) with green textures if someone wants to add it, theoretically they can work like spider and be added to Lurkers from dragonborn, but i have no idea how fnis works IT should look like this Hermaeus Moras Estrus.rar 16.35 MB · 125 downloads I know this is an old comment but I tried the spider estrus + parasite for SSE mod and it does not play well with serana, her belly and ass nodes go completely out of control and they do not revert back, not sure if the same happens in the LE version, yeah i can agree with you on it needed a lot of work
M.BISON Posted December 26, 2020 Posted December 26, 2020 i have fnis creature pack 7.6 but in estrus+ mcm fnis creatures is not checked off?
cobra0798 Posted December 26, 2020 Posted December 26, 2020 7 hours ago, M.BISON said: i have fnis creature pack 7.6 but in estrus+ mcm fnis creatures is not checked off? That's caused by a weird bug with FNIS creature pack's GetVersion method. As long as creature animations are working properly, you should be fine. 1
M.BISON Posted December 28, 2020 Posted December 28, 2020 On 12/26/2020 at 8:26 AM, cobra0798 said: That's caused by a weird bug with FNIS creature pack's GetVersion method. As long as creature animations are working properly, you should be fine. thanks, thought it might be something like that just one more question (to anyone) i was checking to see if everything works as intended, set 100% chance in mcm spawned chaurus with console (help chaurus - list came up, selected a few, then did placeatme) but when they do the spit attack nothing happens!? might be because i spawned through console?
cobra0798 Posted December 28, 2020 Posted December 28, 2020 6 hours ago, M.BISON said: thanks, thought it might be something like that just one more question (to anyone) i was checking to see if everything works as intended, set 100% chance in mcm spawned chaurus with console (help chaurus - list came up, selected a few, then did placeatme) but when they do the spit attack nothing happens!? might be because i spawned through console? Did you make sure to register the animations in the Estrus Chaurus animation tab of the MCM menu?
Bane Master Posted December 28, 2020 Author Posted December 28, 2020 2 hours ago, cobra0798 said: might be because i spawned through console? Should work fine with console spawned Chaurus - that's how I test when modding
M.BISON Posted December 28, 2020 Posted December 28, 2020 yeah the animations where registered automatically when i saved and loaded (EC+ mcm has the animations checked on and its showing in SL mcm) hmm, dont know why spit attack is not doing anything!? (does damage cant remember if thats normal) followed install instructions and have used this mod before no problems......i have no idea, unless something is conflicting with it but dont think anything would.
thedarkone1234 Posted January 5, 2021 Posted January 5, 2021 Since the last patch, apparently some more features than what in the changelog have been added. Most of them are great, but there is one problem I found: Giving birth now apparently strips some devious devices, but doesn't reapply them later. That works on quest items too. I was in Dagonar prison of DCL (which is usually a matter of several days) and one morning I gave birth, and that removed my inescapable straight dress and didn't give it to me back. That later on broke the guard's replacing of some other restraints of mine, and in general broke the quest. Is there something I can do on my end to prevent devices from being removed for giving birth? Thanks in advance! EDIT: Adding a link to my post in the DCL thread, in which I added the relevant log. Apparently the fix should be on the Estrus side or a 3rd mod
Bane Master Posted January 6, 2021 Author Posted January 6, 2021 On 1/5/2021 at 12:27 PM, thedarkone1234 said: Since the last patch, apparently some more features than what in the changelog have been added. Most of them are great, but there is one problem I found: Giving birth now apparently strips some devious devices, but doesn't reapply them later. That works on quest items too. I was in Dagonar prison of DCL (which is usually a matter of several days) and one morning I gave birth, and that removed my inescapable straight dress and didn't give it to me back. That later on broke the guard's replacing of some other restraints of mine, and in general broke the quest. Is there something I can do on my end to prevent devices from being removed for giving birth? Thanks in advance! EDIT: Adding a link to my post in the DCL thread, in which I added the relevant log. Apparently the fix should be on the Estrus side or a 3rd mod No additional features - EC+ has undressed the characters body slot before birthing for a while now. If you can reproduce the event and post a log from it I'll see if i can spot what's happening.
thedarkone1234 Posted January 7, 2021 Posted January 7, 2021 1 hour ago, Bane Master said: No additional features - EC+ has undressed the characters body slot before birthing for a while now. If you can reproduce the event and post a log from it I'll see if i can spot what's happening. I was sure I added a link to my post which has a log, but I can't see it anymore. So here I post it again XD Thanks for looking into it
Bane Master Posted January 7, 2021 Author Posted January 7, 2021 21 hours ago, thedarkone1234 said: I was sure I added a link to my post which has a log, but I can't see it anymore. So here I post it again XD Thanks for looking into it Well there are no errors around the EC birthing/aftermath state but there is this at the beginning of your log since it's dcur I'm not sure how relevant it is [dcur_prisonquest (460F90E9)].dcur_prisonquestscript.SetObjectiveDisplayed() - "<native>" Line ? [dcur_prisonquest (460F90E9)].dcur_prisonquestscript.ResetDailyObjectives() - "dcur_prisonQuestScript.psc" Line 880 [dcur_prisonquest (460F90E9)].dcur_prisonquestscript.OnUpdate() - "dcur_prisonQuestScript.psc" Line 1911 No being a regular DCL user I don't know what item the prison pyjamas you mention are - can you tell me the base ID of the item in question so I can look at it in DCL
thedarkone1234 Posted January 8, 2021 Posted January 8, 2021 9 hours ago, Bane Master said: Well there are no errors around the EC birthing/aftermath state but there is this at the beginning of your log since it's dcur I'm not sure how relevant it is [dcur_prisonquest (460F90E9)].dcur_prisonquestscript.SetObjectiveDisplayed() - "<native>" Line ? [dcur_prisonquest (460F90E9)].dcur_prisonquestscript.ResetDailyObjectives() - "dcur_prisonQuestScript.psc" Line 880 [dcur_prisonquest (460F90E9)].dcur_prisonquestscript.OnUpdate() - "dcur_prisonQuestScript.psc" Line 1911 No being a regular DCL user I don't know what item the prison pyjamas you mention are - can you tell me the base ID of the item in question so I can look at it in DCL These lines are just the stages of the DCL quest updating. It doesn't remove the dress itself. It was before I rested and got ready to birth, so I think it isn't related. The ID of the dress is 460FA7F5 and it is called "Prisoner Dress"
Bane Master Posted January 8, 2021 Author Posted January 8, 2021 On 1/8/2021 at 8:18 AM, thedarkone1234 said: The ID of the dress is 460FA7F5 and it is called "Prisoner Dress" Thanks - I'll take a look when I get a moment, if as has been mentioned in the dcur thread, the issue is that the dress is not flagged nostrip then the only options will be a bugfix from Kimy to add the keyword or workaround in EC+ - obviously I'd like to avoid the latter.
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